Getting better at tripping

Post/Author/DateTimePost
#1

radijs

Apr 02, 2008 19:35:26
I'm playin in a midnight campaign where I've got a barbarian 2/fighter 2 character aiming for Dervish using the typical guisarne wielding 'power dancer' build and so far its working out pretty well.

There are a few subtle diffrences between most campaign settings & this one.
Its low-magic. AKA no magic items whatsoever.
The whole world lies basically in ruins, Evil Orcs and mindless undead roam the lands keeping the humanoid races down in the name of The Shadow, the only god still around.

To compensate for the lack of gear the races have been given a buff and you also get to choose a heroic path that will give you even more bonuses.

All in all my character has collected these feats (And yes I know its a lot):
Power attack
Combat expertise
Improved Trip
Weapon focus(guisarne)
Expeditious Dodge
Mobility
Combat reflexes

While I'm raging I've got a strength score of 22 which puts my total trip modified on +10 which is pretty nice for our level and during our last session the result was that our foe spent a lot of time getting up from his precarious position.

However I expect that in the future my DM will counter my trip & flay tactic by putting us against bigger & stronger creatures. So I'd like to head him off and try to increase my tripping ability even more.
So I'd like to ask the charops people here: How can I get even better at tripping my opponents up.
I cannot get magic items but I will probably recieve buffs like bulls strength & enlarge person on a regular basis.
All the sources that are allowed are: All of the core books (excluding psionics *waah* no ardent!)
All of the completes and the races of X books.
Oh and my race is Human (erenlander).
#2

smudgyhandsman

Apr 02, 2008 19:54:47
This should help in finding all of the bonuses.

http://forums.gleemax.com/showpost.php?p=13300621#post13300621

Ignoring all of the magic bonuses, grab all that you can.

Not sure if you're allowed to use the Realms, but check with your DM to see if you can use the Jotunbrud feat, it's very useful for tripping and the like.
#3

radijs

Apr 02, 2008 20:15:20
Thanks, I must have missed that thread.
Most of the things in the list are, unfortunately magical gear.

I saw the animal devotion, that sounds like a good feat to pick up. Tigerskull clubs are going to be hard to come by. But I've got the feats (and the dex) to dual-wield them and later pop into exotic weapon master for that extra +2 again.
I wish I could get into ardent or psychic warrior though. Its got tons of useful stuff.
#4

idontmuchcareforit

Apr 02, 2008 22:43:02
check sig
#5

radijs

Apr 04, 2008 8:57:30
I found a nice new option. I asked the DM again and psionics are still out .
But there's a defender base class in the midnight book which packs some pretty neat stuff including a stunning fist feat that derives its DC from Strength rather then Wisdom.

I'm now going to try and convince my DM to let me pick Pain Touch as a feat replacing the wis requirements with STR requirements.